Author Topic: January 2012 Custom Content Challenge: Rogues stuff  (Read 2584 times)

Legacy_TheSpiritedLass

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #15 on: January 05, 2012, 04:21:00 pm »


               @Pen - Okay, you have all sorts of strange images going through my head with that one. What the heck is a Duck.  Duck.  Duck.  trap?

@Izk - Welcome to the fun and mischief!

Hmm sounds like we should make Cestus the chief recruiter.  *evil grin*
               
               

               
            

Legacy_Vibrant Penumbra

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #16 on: January 05, 2012, 05:12:58 pm »


                Well, it involves ducks... (which should be fun) '<img'>

And mud (which has me frowning pensively) <>

And a really long, sharp sickle-blade (which delights me) '<img'>

The hard part will be giving PCs the chance to survive...':whistle:'

TTFN!
               
               

               
            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #17 on: January 07, 2012, 10:28:51 am »


               Hide-in-able Closet done, Rotating shelves type door tile next I think...

Added later: Not Rotating but sliding, one for the library and one for the rich castle interiors.

www.youtube.com/watch
               
               

               


                     Modifié par Borden Haelven, 08 janvier 2012 - 02:25 .
                     
                  


            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #18 on: January 08, 2012, 02:45:01 am »


               Hide & seek anyone?

www.xfire.com/video/52a5dd/ ':ph34r:'
               
               

               
            

Legacy_The Amethyst Dragon

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #19 on: January 08, 2012, 03:49:52 am »


               Those are very nice, Borden Haelven.

For the bookshelf, is that placed in a doorway so that you can enter?  Or is it placeable trickery?

Love the closet/armoire.space.
               
               

               
            

Legacy_OldTimeRadio

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #20 on: January 08, 2012, 04:05:54 am »


               Very nice!
               
               

               
            

Legacy_ShadowM

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #21 on: January 08, 2012, 05:02:09 am »


               Oh I love the rolling opening bookcase, a lot better then just a door for secret doors. Give me a idea of similar ones that you could use just a plane with the wall texture(same texture as the tileset wall) on it that slides to open the darkness. Be nice secret doors. '<img'> then we slid it so it barely peeking out.
               
               

               
            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #22 on: January 08, 2012, 02:35:05 pm »


               @Amethyst The bookcase is an actual doorway feature tile. I'm working one one for the Rich tiles as well. I've used the standard NWN shelves so you can place shelves as red herrings to throw the player.
               
               

               


                     Modifié par Borden Haelven, 08 janvier 2012 - 02:36 .
                     
                  


            

Legacy_henesua

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #23 on: January 08, 2012, 02:56:22 pm »


               

ShadowM wrote...

Oh I love the rolling opening bookcase, a lot better then just a door for secret doors. Give me a idea of similar ones that you could use just a plane with the wall texture(same texture as the tileset wall) on it that slides to open the darkness. Be nice secret doors. '<img'> then we slid it so it barely peeking out.


The Gothic Interior tileset has doors like this - just a section of wall that acts like a door. The problem with that set however (for me anyway) is that the secret doors are easy to spot. They respond to lighting differently than the walls around them. It really annoys me and so I don't use them. I would love to see secret doors (built in to the tileset) that truly blend in. Perhaps they'd have to be non selectable?

The community placeables pack (I hope my memory is right on this) however had some very nice placeable secret doors for the classic dungeon tileset. Perhaps a few placeables done in that style (for a few popular tilesets) would work well.
               
               

               


                     Modifié par henesua, 08 janvier 2012 - 03:05 .
                     
                  


            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #24 on: January 08, 2012, 03:18:45 pm »


               I'd noticed that myself. I'm going for a script based solution that will make it un-useable if the player fails a spot check. Examining it will just give the stardard "it's a set of shelves" description and the door will be locked and need a non-existant key. It flags itself as a door on mouse over, time for a rethink...<><>

               


                     Modifié par Borden Haelven, 08 janvier 2012 - 03:51 .
                     
                  


            

Legacy_Izk The Mad

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #25 on: January 08, 2012, 03:44:11 pm »


               That's very cool stuff there, Borden! I can't help getting ideas from it. It would be funny to use that wardrobe like a magician's trick. Have an NPC use it, and when the player opens it, the NPC is gone, perhaps replaced by a nasty monster that spawns in upon opening it. *evil laugh*
               
               

               
            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #26 on: January 08, 2012, 05:45:45 pm »


               Or perhaps a Closet of Teleporting. When you enter it closes then transports the player to it's counterpart elsewhere in the game.
               
               

               
            

Legacy_ShadowM

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #27 on: January 08, 2012, 06:58:42 pm »


               henesua - Great, I did not know about these. I will have to check them out. Yeah I would set them to be unusable and then just run my custom search system on them. So would work like a charm. '<img'>
               
               

               
            

Legacy__six

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #28 on: January 10, 2012, 01:11:21 am »


               Well, in addition to a spike wall placeable model I seem to have coded a reasonable solution for timed spike traps (ie, ones that fire off automatically in sequence, and the player has to time running between them to avoid damage). I'm thinking I'll add a tumble check too, which if succeeded will teleport the player slightly backwards out of harm's way.

By the looks of it this is going to be hard to demonstrate or explain with screenshots so I guess I'll just submit a demo area with my placeable and scripts.
               
               

               
            

Legacy_Borden Haelven

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January 2012 Custom Content Challenge: Rogues stuff
« Reply #29 on: January 10, 2012, 01:19:55 am »


               @ _Six A spiky grandfather clock trap would be cool.
I've come up with a work around for mine using two hidden passage tiles, two sliding bookcase placeables and one script. Got it so a successful Listen skill check will give a "Sounds hollow" clue (Placeable Reflex), a successful Lore check will get a "Books look odd" clue (Placeable Fortitude) and a successful Search check (Placeable Will) will open it. When the placeable is set useable it overrides the door mouse over on the transition SAM behind the placeable. The placeable's script sets it unuseable when opened so the transition can be used.
       I tried giving it an inventory full of books to throw players off the scent if they don't have the needed skills but I can't stop the blimmin' thing from pening when I open the inventory. Would changing the open2close & close2open anims to on2off & off2on work?
               
               

               


                     Modifié par Borden Haelven, 10 janvier 2012 - 01:27 .